Move solution and projects to src
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using Ryujinx.Common.Memory;
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namespace Ryujinx.Audio.Renderer.Server.Upsampler
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{
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public struct UpsamplerBufferState
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{
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public const int HistoryLength = 20;
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public float Scale;
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public Array20<float> History;
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public bool Initialized;
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public int Phase;
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}
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}
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Upsampler
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{
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/// <summary>
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/// Upsampler manager.
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/// </summary>
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public class UpsamplerManager
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{
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/// <summary>
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/// Work buffer for upsampler.
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/// </summary>
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private Memory<float> _upSamplerWorkBuffer;
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/// <summary>
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/// Global lock of the object.
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/// </summary>
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private object Lock = new object();
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/// <summary>
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/// The upsamplers instances.
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/// </summary>
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private UpsamplerState[] _upsamplers;
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/// <summary>
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/// The count of upsamplers.
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/// </summary>
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private uint _count;
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/// <summary>
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/// Create a new <see cref="UpsamplerManager"/>.
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/// </summary>
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/// <param name="upSamplerWorkBuffer">Work buffer for upsampler.</param>
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/// <param name="count">The count of upsamplers.</param>
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public UpsamplerManager(Memory<float> upSamplerWorkBuffer, uint count)
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{
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_upSamplerWorkBuffer = upSamplerWorkBuffer;
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_count = count;
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_upsamplers = new UpsamplerState[_count];
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}
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/// <summary>
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/// Allocate a new <see cref="UpsamplerState"/>.
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/// </summary>
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/// <returns>A new <see cref="UpsamplerState"/> or null if out of memory.</returns>
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public UpsamplerState Allocate()
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{
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int workBufferOffset = 0;
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lock (Lock)
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{
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for (int i = 0; i < _count; i++)
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{
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if (_upsamplers[i] == null)
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{
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_upsamplers[i] = new UpsamplerState(this, i, _upSamplerWorkBuffer.Slice(workBufferOffset, Constants.UpSampleEntrySize), Constants.TargetSampleCount);
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return _upsamplers[i];
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}
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workBufferOffset += Constants.UpSampleEntrySize;
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}
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}
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return null;
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}
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/// <summary>
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/// Free a <see cref="UpsamplerState"/> at the given index.
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/// </summary>
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/// <param name="index">The index of the <see cref="UpsamplerState"/> to free.</param>
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public void Free(int index)
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{
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lock (Lock)
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{
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Debug.Assert(_upsamplers[index] != null);
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_upsamplers[index] = null;
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}
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}
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}
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}
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@@ -0,0 +1,68 @@
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using System;
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namespace Ryujinx.Audio.Renderer.Server.Upsampler
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{
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/// <summary>
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/// Server state for a upsampling.
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/// </summary>
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public class UpsamplerState
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{
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/// <summary>
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/// The output buffer containing the target samples.
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/// </summary>
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public Memory<float> OutputBuffer { get; }
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/// <summary>
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/// The target sample count.
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/// </summary>
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public uint SampleCount { get; }
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/// <summary>
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/// The index of the <see cref="UpsamplerState"/>. (used to free it)
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/// </summary>
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private int _index;
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/// <summary>
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/// The <see cref="UpsamplerManager"/>.
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/// </summary>
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private UpsamplerManager _manager;
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/// <summary>
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/// The source sample count.
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/// </summary>
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public uint SourceSampleCount;
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/// <summary>
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/// The input buffer indices of the buffers holding the samples that need upsampling.
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/// </summary>
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public ushort[] InputBufferIndices;
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/// <summary>
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/// State of each input buffer index kept across invocations of the upsampler.
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/// </summary>
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public UpsamplerBufferState[] BufferStates;
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/// <summary>
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/// Create a new <see cref="UpsamplerState"/>.
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/// </summary>
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/// <param name="manager">The upsampler manager.</param>
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/// <param name="index">The index of the <see cref="UpsamplerState"/>. (used to free it)</param>
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/// <param name="outputBuffer">The output buffer used to contain the target samples.</param>
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/// <param name="sampleCount">The target sample count.</param>
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public UpsamplerState(UpsamplerManager manager, int index, Memory<float> outputBuffer, uint sampleCount)
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{
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_manager = manager;
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_index = index;
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OutputBuffer = outputBuffer;
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SampleCount = sampleCount;
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}
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/// <summary>
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/// Release the <see cref="UpsamplerState"/>.
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/// </summary>
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public void Release()
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{
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_manager.Free(_index);
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}
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}
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}
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